uniform sampler2D lightmap1;
uniform sampler2D lightmap2;
uniform sampler2D lightmap3;
vec3 GetIllum()
{
	vec4 lighttex = texture2D(lightmap1, gl_TexCoord[1].xy);
	vec3 light1 = lighttex.rgb ;//* (lighttex.a * 10.0);
	lighttex = texture2D(lightmap2, gl_TexCoord[1].xy);
	vec3 light2 = lighttex.rgb ;//* (lighttex.a * 10.0);
	lighttex = texture2D(lightmap3, gl_TexCoord[1].xy);
	vec3 light3 = lighttex.rgb ;//* (lighttex.a * 10.0);
	return light1*0.3333 + 
		light2*0.3333 +
		light3*0.3333; 
}